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View Full Version : Map size limits.....


podzy
20 Aug 2008, 00:47
how do people get like 30000 x 30000 sized maps? is this a patch that you can get? well neways.... I wants dis patch/wutevar it is :cool:

MilesTP
20 Aug 2008, 01:05
3.6.28.0 or great, create a PNG which the relation between X and Y is divisible by 8 and 10 (Example: Standard map=1920 x 696. 1920 x 696 / 8 = 167 040. Number divisible by 8 and 10) and save it into SavedLevels.

podzy
20 Aug 2008, 01:14
thats confusing :( speak to me in something i can actually understand... so i think i mite get it... does the size (L, W) of your map have to be devisable by 8 or 10? the w and the length seperately or together?

sooo i have a map rite now... is 1500 x 3500 (not super huge yet) will this be legit?

Koen-ftw
20 Aug 2008, 01:47
sooo i have a map rite now... is 1500 x 3500 (not super huge yet) will this be legit?

No, because 1500 and 3500 are both not divisable by 8.
1500 / 8 = 187.5 and 3500 / 8 = 437.5

1504x3504 would work though, since both numbers are divisable by 8.

the relation between X and Y is divisible by 8 and 10
Wah? Devisable by 10 also? Never heard of that!


More information: http://worms2d.info/Colour_map

podzy
20 Aug 2008, 01:52
when i load it as a jpeg it doesnt show but when i load as bit it does?

png** not jpeg >.<

CyberShadow
20 Aug 2008, 02:30
http://worms2d.info/Colour_map

podzy
20 Aug 2008, 03:10
sooo... my map is 1600 x 4800 pixels but it still says " this map is too big" you can "Shrink or Crop" why? my maps l and w are both devisable by 8?? why wont it work? also it is a jpeg img

Koen-ftw
20 Aug 2008, 03:26
sooo... my map is 1600 x 4800 pixels but it still says " this map is too big" you can "Shrink or Crop" why? my maps l and w are both devisable by 8?? why wont it work? also it is a jpeg img

1. Read this page again: http://worms2d.info/Colour_map
2. The file should be PNG, not JPEG.
3. Save it in Your X:\Team17\Worms Armageddon\User\SavedLevels folder and load it from the ingame map editor (don't use the import function).
4. Make sure the number of colours is at 113 or lower if it doesn't display properly. More information on that is also on the page we mentioned three times already.

podzy
20 Aug 2008, 04:01
1. Read this page again: http://worms2d.info/Colour_map
2. The file should be PNG, not JPEG.
3. Save it in Your X:\Team17\Worms Armageddon\User\SavedLevels folder and load it from the ingame map editor (don't use the import function).
4. Make sure the number of colours is at 113 or lower if it doesn't display properly. More information on that is also on the page we mentioned three times already.

oooo ok ty

ok so i put it in saved levels and "tried" loading it but it says theres an error... it should be the rite w and l

franpa
20 Aug 2008, 12:04
113 colours?

GreeN
20 Aug 2008, 14:46
113, including black.

Gnork
20 Aug 2008, 14:55
try doubleclicking Worms Armageddon\Tweaks\MapAreaWarnLimit_Unlimited.reg

and yes, franpa, 65, 97 or 113 colours including black saved to png-8 file :p

CyberShadow
20 Aug 2008, 15:45
try doubleclicking Worms Armageddon\Tweaks\MapAreaWarnLimit_Unlimited.reg
That's completely unrelated.

MilesTP
20 Aug 2008, 18:05
Well, just to be sure, if the result of X*Y/8 gives a whole number divisible by 8 AND 10, it works. Well, that's how I do, and I never have problems.

CyberShadow
20 Aug 2008, 18:26
10*32/8=40, which is divisable by both 8 and 10, but 10 is not a multiple of 8. Math is an exact science.

MilesTP
21 Aug 2008, 03:06
whaddaheck? I think I don't understood.

CyberShadow
21 Aug 2008, 03:57
X=10 and Y=32 satisfy the condition in your method, but 10 is not divisable by 8 as required by the game. (The numbers are small for the sake of example.)

MilesTP
21 Aug 2008, 04:14
So, if I understood well,


X and Y must be wholes numbers divisible by 8.
X*Y/8 must give a whole number divisible by 8 AND 10.


For me, if their result isn't divisible by 8 & 10, it doesn't works. As I tried

CyberShadow
21 Aug 2008, 04:31
Your method is incorrect, and I just gave you a counterexample.

franpa
21 Aug 2008, 04:57
X and Y must be wholes numbers divisible by 8.
is the only thing necessary in your post. the 2nd point is completely irrelevant.

podzy
21 Aug 2008, 13:49
i definately have less then 113 colours, i have like 3 colours (actually like 7-10 cuz theres writing

CyberShadow
21 Aug 2008, 14:41
podzy: just follow the instructions that are on the page we linked to for the graphics editing program that you use.

podzy
22 Aug 2008, 13:01
sooo i went to the link, i dled tweakpng (yes i use ms paint) but....

1. i dont know how to use it
2. it says theres something labled w1az or something..
3. how do u save it as a 111 (or whatever max colour is) -colour png.

CyberShadow
22 Aug 2008, 13:16
You need to edit the PLTE chunk (double-click on it).

podzy
22 Aug 2008, 15:41
my image has no PLTE (platte?) do i "insert" 1?

CyberShadow
22 Aug 2008, 18:37
No, you first read the page that was linked to you and follow the instructions on how to create a 256-coloured PNG.

podzy
22 Aug 2008, 19:30
i just edited someone elses map and made it bigger im just gonna use that file from now on

franpa
24 Aug 2008, 10:29
Hey what would you use to make a 30,000x30,000 map? MSPaint just gobbles memory up like theres no tomorrow and I can't make such a map with it! a 20,000x20,000 map consumes 1182mb of memory in MSPaint :O

EDIT: heres something funny, I can't close MSPaint because "There is not enough memory or resources to complete operation.
Close some programs, and then try again." and I can't 'reduce' the size of the map since no memory for that either! So I am forced to Ctrl Alt Delete >.>

Muzer
24 Aug 2008, 12:29
Use something that isn't paint.

CyberShadow
24 Aug 2008, 16:52
If Paint can't handle such an image, why do you think W:A will be able to?
If you intend to play on such a map after drawing it, I'd suggest installing more RAM or at least increasing the size of your page file.

franpa
25 Aug 2008, 05:20
page file is locked at 4096mb :) can't increase it on 32bit windows. I assume mspaint DOESN'T take advantage of your swap file where as W:A will.

CyberShadow
25 Aug 2008, 05:33
It doesn't matter. Both should, except in W:A using the swap file for the map will either not work at all or will make the game unplayably slow.

Gnork
25 Aug 2008, 13:31
When I made a 28408 pixels wide map, Photoshop already went nuts when doubling the height from 2400 to 4800 pixels... So I forgot about that. Current size eats already around 200Mb internal memory when playing it. I don't expect a map having the size you had in mind will work in the game. I wonder how to create one as well xD Cluster some machines with linux, perhaps it will work -.-

franpa
25 Aug 2008, 15:25
I gave photoshop a whirl, it made the map and said it will use 2.5~ gigs of memory.

franpa
26 Aug 2008, 15:44
Unless the map uses more then 6gigs of memory, I see no reason why W:A wont work with the image (2gig RAM plus 4gig swapfile). In any case, W:A wont load the map, just displays a message "out of memory".

CyberShadow
26 Aug 2008, 16:35
W:A needs more memory than just the number of pixels to process the map in memory for additional tables, masks, etc. - 280% of the raw size to load, 147.5% to play.

franpa
27 Aug 2008, 01:43
Ok, so you would need a 64bit O/S with tons of memory to work it? :O

CyberShadow
27 Aug 2008, 04:45
No, it can't work at all because W:A is a 32-bit application, and a 64-bit version is impossible.

franpa
27 Aug 2008, 06:12
Ok, wasn't too sure on how 32bit programs work under a 64bit O/S... wouldn't it be wise to just remove the ability to make such large maps from the game and/or the 'Knowledge Base' description of colour maps since it can't ever be used in-game?

CyberShadow
27 Aug 2008, 13:29
Wise? Who's going to try?